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August 27, 2015
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Updates » Design
Blog: Non paying users - What are they good for? 7
by Gamasutra Community [08.07.15]
"NPUs contribute positively to the overall ecosystem of a free to play business. They add into various parameters that determine health of the products: i.e. behavioral data, virality."
Smartphone/Tablet, Design, Business/Marketing

Blog: Psychological exploitation games 29
by Gamasutra Community [08.07.15]
Keith Burgun asks the question: "Why is it that people don't seem to care if they're just being exploited by video games?" and in doing so, demolishes popular titles he sees doing it.
Console/PC, Smartphone/Tablet, Design

Video: Clash of Clans: Designing games that people will play for years 1
by Staff [08.06.15]
Supercell created a durable hit with Clash of Clans -- it's been parked at the top of the app store charts for years now. What went into it? Developer Jonas Collaros explains.
Smartphone/Tablet, Design, Video

Don't miss: The creative thinking that's going into Mafia III 7
by Christian Nutt [08.06.15]
This 2014 interview with Haden Blackman doesn't mention Mafia III by name -- it was announced this week -- but candidly discusses developer Hangar 13's approach, at the studio's founding.
Console/PC, Design

How to design a social game: A hierarchy for making games for the masses 2
by Gamasutra Community [08.06.15]
A useful hierarchy for designing games that appeal to mass audiences -- from a Glu Mobile creative director, Joshua Dallman.
Social/Online, Smartphone/Tablet, Design

Sponsored tutorial: A brick-breaking game in Unity (source code included)  
by Dimitris-Ilias Gkanatsios, Tech Evangelist, Microsoft Greece [08.06.15]
Microsoft Greece tech evangelist Dimitris-Ilias Gkanatsios offers a detailed tutorial for creating a brick breaker-style game in Unity.
Programming, Design, Sponsored Article, Microsoft Sponsored

Stay away from games for a week, and make yourself a better designer 9
by Gamasutra Community [08.06.15]
"For a week, forbid yourself to do anything with games. No playing, no designing, no reading about them, no computer gaming, no talking about games, no BGG, no Gamasutra, nothing relating to games at all."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

A quick argument for 'luck' in strategy game design, from X-COM's creator 39
by Phill Cameron [08.06.15]
X-COM creator Julian Gollop explains the advantages of random number generation in his latest outing, Chaos Reborn.
Console/PC, Indie, Design, Production

Start making your first game in Twine: Advice from the 2015 Game Career Guide  
by Staff [08.05.15]
Learn both why and how you can make your own text-based adventure game with Twine from one of indie gaming's most outspoken proponents of democratized creation: Anna Anthropy.
Console/PC, Indie, Programming, Design, Production

Don't miss: Our in-depth postmortem of the original Crackdown GDMag Exclusive 2
by Phil Wilson [08.05.15]
This 2007 postmortem of one of the Xbox 360's first surprise hits takes a candid look at the development of the original game in the franchise, shared again just in time for the debut of its third title at Gamescom.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive

Action, death, and catharsis: Call of Duty 4: Modern Warfare  
by Gamasutra Community [08.05.15]
"By the time Modern Warfare was in development the binary view of World War II explored in past games no longer felt important. The wars of 2007 werent being waged against villainous armies, but insurgent groups."
Console/PC, Design

Designing for comprehensible complexity on the Wii U gamepad 2
by Nicklas Nygren and Lau Korsgaard [08.05.15]
This design article covers how the developer of Affordable Space Adventures reached a feeling of "in distress and slightly overwhelmed" yet comprehensible and usable.
Console/PC, Indie, Design

Don't miss: The fight to finish Galak-Z 8
by Alex Wawro [08.04.15]
17-Bit CEO Jake Kazdal speaks to Gamasutra about the development of Galak-Z and why 17-Bit decided to switch gears and embrace procedural generation, throwing out months of work in the process.
Console/PC, Indie, Design, Production

Don't miss: Evaluating game mechanics for depth 31
by Mike Stout [08.04.15]
Ratchet and Skylanders designer Mike Stout writes on depth: "To me, it describes a sweet spot -- that point during a game where the player can repeatedly display his mastery of a game mechanic."
Console/PC, Design

5 lessons learned building Vainglory, a MOBA for touchscreens 3
by Gamasutra Community [08.04.15]
"I wanted to share five lessons weve learned while developing the game and bringing a super core, traditionally PC-only genre to touch screens."
Smartphone/Tablet, Programming, Design, Production, Business/Marketing

A narrative fallacy: It's all about Aristotle 20
by Gamasutra Community [08.04.15]
Warren Spector explains how crucial it is for game narrative to matter -- and shares examples from Deus Ex and Epic Mickey that showcase how you do it.
Console/PC, Design

Sponsored: From hindsight to insight to foresight in the Azure cloud  
by Lee Stott, Technical Evangelist, Microsoft UK [08.04.15]
Microsoft Azure offers a number of benefits for people planning to build analytics into their games.
Programming, Design, Sponsored Article, Microsoft Sponsored

Cities: Skylines dev: Don't punish your players; teach them 9
by Alex Wawro [08.04.15]
Cities: Skylines lead designer Karoliina Korppoo offers a postmortem of sorts at GDC Europe, deconstructing her design philosophy and making a case for designing games that teach, rather than punish.
Console/PC, Design, GDC Europe

Valve shares advice on designing great VR game interactions  
by Alex Wawro [08.04.15]
At GDC Europe today, Valve's Yasser Malaika shared some key lessons learned about how to make great VR game interactions by both Valve's own devs and external dev partners like Owlchemy Labs.
Console/PC, Design, GDC Europe

Don't Miss: Fixing Final Fantasy XIV 10
by Gamasutra Community [08.03.15]
This candid 2011 interview sees producer Naoki Yoshida setting out on his journey to redevelop Final Fantasy XIV into A Realm Reborn: A Quixotic quest, ultimately successful.
Console/PC, Design, Production